Hashimoto, NaokiIshida, YoshihikoSato, MakotoErik Kjems and Roland Blach2014-01-272014-01-272005978-3-905674-06-41727-530Xhttps://doi.org/10.2312/EGVE/IPT_EGVE2005/069-078In multi-projector displays, which surround users with high-resolution images, a PC-Cluster is often used for realistic and real-time image generation. However, developing applications that support parallel processing on the PC-Cluster is quite troublesome. It is also difficult to acquire sufficient rendering performance because of the limited bandwidth of the PC-Cluster. Therefore, we aim to achieve affordable and accessible software environments for the multi-projector displays. In this paper, we describe a self-distributing software environment for inheriting existent game engines which provide basic functions of realizing virtual environments. This environment achieves minimum data communication based on a master-slave model. The communication mechanism is automatically applied to target applications by intercepting APIs. Hence we can directly exploit high-capability of the existing game engines on the multi-projector displays.Categories and Subject Descriptors (according to ACM CCS): I.3.2 [Computer Graphics]: Graphics Systems C.2.4 [Computer-Communication Networks]: Distributed Systems I.3.7 [Computer Graphics]: Three-Dimensional Graphics and RealismA Game Engine-based Multi-Projection Virtual Environment with System-Level Synchronization